st/mesa: advertise ARB_shading_language_packing for GLSL >= 1.30
[mesa.git] / src / mesa / state_tracker / st_draw.c
1 /**************************************************************************
2 *
3 * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
4 * All Rights Reserved.
5 *
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the
8 * "Software"), to deal in the Software without restriction, including
9 * without limitation the rights to use, copy, modify, merge, publish,
10 * distribute, sub license, and/or sell copies of the Software, and to
11 * permit persons to whom the Software is furnished to do so, subject to
12 * the following conditions:
13 *
14 * The above copyright notice and this permission notice (including the
15 * next paragraph) shall be included in all copies or substantial portions
16 * of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
20 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
21 * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
22 * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
23 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
24 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
25 *
26 **************************************************************************/
27
28 /*
29 * This file implements the st_draw_vbo() function which is called from
30 * Mesa's VBO module. All point/line/triangle rendering is done through
31 * this function whether the user called glBegin/End, glDrawArrays,
32 * glDrawElements, glEvalMesh, or glCalList, etc.
33 *
34 * Authors:
35 * Keith Whitwell <keith@tungstengraphics.com>
36 */
37
38
39 #include "main/imports.h"
40 #include "main/image.h"
41 #include "main/bufferobj.h"
42 #include "main/macros.h"
43 #include "main/mfeatures.h"
44
45 #include "vbo/vbo.h"
46
47 #include "st_context.h"
48 #include "st_atom.h"
49 #include "st_cb_bufferobjects.h"
50 #include "st_cb_xformfb.h"
51 #include "st_debug.h"
52 #include "st_draw.h"
53 #include "st_program.h"
54
55 #include "pipe/p_context.h"
56 #include "pipe/p_defines.h"
57 #include "util/u_inlines.h"
58 #include "util/u_format.h"
59 #include "util/u_prim.h"
60 #include "util/u_draw_quad.h"
61 #include "util/u_upload_mgr.h"
62 #include "draw/draw_context.h"
63 #include "cso_cache/cso_context.h"
64
65 #include "../glsl/ir_uniform.h"
66
67
68 /**
69 * This is very similar to vbo_all_varyings_in_vbos() but we are
70 * only interested in per-vertex data. See bug 38626.
71 */
72 static GLboolean
73 all_varyings_in_vbos(const struct gl_client_array *arrays[])
74 {
75 GLuint i;
76
77 for (i = 0; i < VERT_ATTRIB_MAX; i++)
78 if (arrays[i]->StrideB &&
79 !arrays[i]->InstanceDivisor &&
80 !_mesa_is_bufferobj(arrays[i]->BufferObj))
81 return GL_FALSE;
82
83 return GL_TRUE;
84 }
85
86
87 /**
88 * Basically, translate Mesa's index buffer information into
89 * a pipe_index_buffer object.
90 * \return TRUE or FALSE for success/failure
91 */
92 static boolean
93 setup_index_buffer(struct st_context *st,
94 const struct _mesa_index_buffer *ib,
95 struct pipe_index_buffer *ibuffer)
96 {
97 struct gl_buffer_object *bufobj = ib->obj;
98
99 ibuffer->index_size = vbo_sizeof_ib_type(ib->type);
100
101 /* get/create the index buffer object */
102 if (_mesa_is_bufferobj(bufobj)) {
103 /* indices are in a real VBO */
104 ibuffer->buffer = st_buffer_object(bufobj)->buffer;
105 ibuffer->offset = pointer_to_offset(ib->ptr);
106 }
107 else if (st->indexbuf_uploader) {
108 if (u_upload_data(st->indexbuf_uploader, 0,
109 ib->count * ibuffer->index_size, ib->ptr,
110 &ibuffer->offset, &ibuffer->buffer) != PIPE_OK) {
111 /* out of memory */
112 return FALSE;
113 }
114 u_upload_unmap(st->indexbuf_uploader);
115 }
116 else {
117 /* indices are in user space memory */
118 ibuffer->user_buffer = ib->ptr;
119 }
120
121 cso_set_index_buffer(st->cso_context, ibuffer);
122 return TRUE;
123 }
124
125
126 /**
127 * Prior to drawing, check that any uniforms referenced by the
128 * current shader have been set. If a uniform has not been set,
129 * issue a warning.
130 */
131 static void
132 check_uniforms(struct gl_context *ctx)
133 {
134 struct gl_shader_program *shProg[3] = {
135 ctx->Shader.CurrentVertexProgram,
136 ctx->Shader.CurrentGeometryProgram,
137 ctx->Shader.CurrentFragmentProgram,
138 };
139 unsigned j;
140
141 for (j = 0; j < 3; j++) {
142 unsigned i;
143
144 if (shProg[j] == NULL || !shProg[j]->LinkStatus)
145 continue;
146
147 for (i = 0; i < shProg[j]->NumUserUniformStorage; i++) {
148 const struct gl_uniform_storage *u = &shProg[j]->UniformStorage[i];
149 if (!u->initialized) {
150 _mesa_warning(ctx,
151 "Using shader with uninitialized uniform: %s",
152 u->name);
153 }
154 }
155 }
156 }
157
158
159 /**
160 * Translate OpenGL primtive type (GL_POINTS, GL_TRIANGLE_STRIP, etc) to
161 * the corresponding Gallium type.
162 */
163 static unsigned
164 translate_prim(const struct gl_context *ctx, unsigned prim)
165 {
166 /* GL prims should match Gallium prims, spot-check a few */
167 STATIC_ASSERT(GL_POINTS == PIPE_PRIM_POINTS);
168 STATIC_ASSERT(GL_QUADS == PIPE_PRIM_QUADS);
169 STATIC_ASSERT(GL_TRIANGLE_STRIP_ADJACENCY == PIPE_PRIM_TRIANGLE_STRIP_ADJACENCY);
170
171 /* Avoid quadstrips if it's easy to do so:
172 * Note: it's important to do the correct trimming if we change the
173 * prim type! We do that wherever this function is called.
174 */
175 if (prim == GL_QUAD_STRIP &&
176 ctx->Light.ShadeModel != GL_FLAT &&
177 ctx->Polygon.FrontMode == GL_FILL &&
178 ctx->Polygon.BackMode == GL_FILL)
179 prim = GL_TRIANGLE_STRIP;
180
181 return prim;
182 }
183
184
185 /**
186 * This function gets plugged into the VBO module and is called when
187 * we have something to render.
188 * Basically, translate the information into the format expected by gallium.
189 */
190 void
191 st_draw_vbo(struct gl_context *ctx,
192 const struct _mesa_prim *prims,
193 GLuint nr_prims,
194 const struct _mesa_index_buffer *ib,
195 GLboolean index_bounds_valid,
196 GLuint min_index,
197 GLuint max_index,
198 struct gl_transform_feedback_object *tfb_vertcount)
199 {
200 struct st_context *st = st_context(ctx);
201 struct pipe_index_buffer ibuffer = {0};
202 struct pipe_draw_info info;
203 const struct gl_client_array **arrays = ctx->Array._DrawArrays;
204 unsigned i;
205
206 /* Mesa core state should have been validated already */
207 assert(ctx->NewState == 0x0);
208
209 /* Validate state. */
210 if (st->dirty.st || ctx->NewDriverState) {
211 st_validate_state(st);
212
213 if (st->vertex_array_out_of_memory)
214 return;
215
216 #if 0
217 if (MESA_VERBOSE & VERBOSE_GLSL) {
218 check_uniforms(ctx);
219 }
220 #else
221 (void) check_uniforms;
222 #endif
223 }
224
225 util_draw_init_info(&info);
226 if (ib) {
227 /* Get index bounds for user buffers. */
228 if (!index_bounds_valid)
229 if (!all_varyings_in_vbos(arrays))
230 vbo_get_minmax_indices(ctx, prims, ib, &min_index, &max_index,
231 nr_prims);
232
233 if (!setup_index_buffer(st, ib, &ibuffer)) {
234 /* out of memory */
235 return;
236 }
237
238 info.indexed = TRUE;
239 if (min_index != ~0 && max_index != ~0) {
240 info.min_index = min_index;
241 info.max_index = max_index;
242 }
243
244 /* The VBO module handles restart for the non-indexed GLDrawArrays
245 * so we only set these fields for indexed drawing:
246 */
247 info.primitive_restart = ctx->Array._PrimitiveRestart;
248 info.restart_index = ctx->Array._RestartIndex;
249 }
250 else {
251 /* Transform feedback drawing is always non-indexed. */
252 /* Set info.count_from_stream_output. */
253 if (tfb_vertcount) {
254 st_transform_feedback_draw_init(tfb_vertcount, &info);
255 }
256 }
257
258 /* do actual drawing */
259 for (i = 0; i < nr_prims; i++) {
260 info.mode = translate_prim( ctx, prims[i].mode );
261 info.start = prims[i].start;
262 info.count = prims[i].count;
263 info.start_instance = prims[i].base_instance;
264 info.instance_count = prims[i].num_instances;
265 info.index_bias = prims[i].basevertex;
266 if (!ib) {
267 info.min_index = info.start;
268 info.max_index = info.start + info.count - 1;
269 }
270
271 if (ST_DEBUG & DEBUG_DRAW) {
272 debug_printf("st/draw: mode %s start %u count %u indexed %d\n",
273 u_prim_name(info.mode),
274 info.start,
275 info.count,
276 info.indexed);
277 }
278
279 if (info.count_from_stream_output) {
280 cso_draw_vbo(st->cso_context, &info);
281 }
282 else if (info.primitive_restart) {
283 /* don't trim, restarts might be inside index list */
284 cso_draw_vbo(st->cso_context, &info);
285 }
286 else if (u_trim_pipe_prim(info.mode, &info.count))
287 cso_draw_vbo(st->cso_context, &info);
288 }
289
290 if (ib && st->indexbuf_uploader && !_mesa_is_bufferobj(ib->obj)) {
291 pipe_resource_reference(&ibuffer.buffer, NULL);
292 }
293 }
294
295
296 void
297 st_init_draw(struct st_context *st)
298 {
299 struct gl_context *ctx = st->ctx;
300
301 vbo_set_draw_func(ctx, st_draw_vbo);
302
303 st->draw = draw_create(st->pipe); /* for selection/feedback */
304
305 /* Disable draw options that might convert points/lines to tris, etc.
306 * as that would foul-up feedback/selection mode.
307 */
308 draw_wide_line_threshold(st->draw, 1000.0f);
309 draw_wide_point_threshold(st->draw, 1000.0f);
310 draw_enable_line_stipple(st->draw, FALSE);
311 draw_enable_point_sprites(st->draw, FALSE);
312 }
313
314
315 void
316 st_destroy_draw(struct st_context *st)
317 {
318 draw_destroy(st->draw);
319 }